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*TTRPGs General
Ship to ship combat
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<blockquote data-quote="Mark CMG" data-source="post: 5675355" data-attributes="member: 10479"><p>I haven't played Man O' War though I have played many games with tall ships over the years. My wargaming and tabletop miniatures gaming has rarely strayed beyond Medievals and Ancients but when it does it is usually for Tall Ships systems of various kinds. If you could find a reasonably priced copy, I do like -</p><p></p><p><a href="http://boardgamegeek.com/boardgame/39730/age-of-sail" target="_blank">Age of Sail | Board Game | BoardGameGeek</a></p><p></p><p></p><p></p><p></p><p></p><p></p><p>I agree that this makes a game with Tall Ships better for the granularity in positioning it provides.</p><p></p><p></p><p></p><p></p><p></p><p>I'm not sure I think DR for Tall Ships works for me. If someone is hit, they are hit, IMO, and after so many hull hits you start to sink. Most systems I have played that I have liked have score cards with check boxes for hit locations with each section being able to sustain a certain number of hits before it becomes critical to the whole (which is effectively like DR, I suppose). Also, such systems often have other factors to consider when particular sections are hit including: (all applicable to period, of course) % of crew lost, proximity to powder storage/ammo, possible mast damage, potential rudder damage, oar damage, cannon damage, passngers and freight damage or destruction, etc. Hull and sail damage also affect speed and maneuverability. In games with fleets, there is communications ability to consider and what the loss of it entails. I particularly appreciate systems that take into account drifting and how the wind affects speed, distance, and drift even while sailing at full speed. Wind and deck pitch also affecting ranged combat is a factor not many systems manage to integrate if they even try. Systems with simple, flat movement rates don't capture the feel of sailing for me. Anyway, that's about all I can think of right now on the subject. If I have more, I'll pop back in.</p></blockquote><p></p>
[QUOTE="Mark CMG, post: 5675355, member: 10479"] I haven't played Man O' War though I have played many games with tall ships over the years. My wargaming and tabletop miniatures gaming has rarely strayed beyond Medievals and Ancients but when it does it is usually for Tall Ships systems of various kinds. If you could find a reasonably priced copy, I do like - [url=http://boardgamegeek.com/boardgame/39730/age-of-sail]Age of Sail | Board Game | BoardGameGeek[/url] I agree that this makes a game with Tall Ships better for the granularity in positioning it provides. I'm not sure I think DR for Tall Ships works for me. If someone is hit, they are hit, IMO, and after so many hull hits you start to sink. Most systems I have played that I have liked have score cards with check boxes for hit locations with each section being able to sustain a certain number of hits before it becomes critical to the whole (which is effectively like DR, I suppose). Also, such systems often have other factors to consider when particular sections are hit including: (all applicable to period, of course) % of crew lost, proximity to powder storage/ammo, possible mast damage, potential rudder damage, oar damage, cannon damage, passngers and freight damage or destruction, etc. Hull and sail damage also affect speed and maneuverability. In games with fleets, there is communications ability to consider and what the loss of it entails. I particularly appreciate systems that take into account drifting and how the wind affects speed, distance, and drift even while sailing at full speed. Wind and deck pitch also affecting ranged combat is a factor not many systems manage to integrate if they even try. Systems with simple, flat movement rates don't capture the feel of sailing for me. Anyway, that's about all I can think of right now on the subject. If I have more, I'll pop back in. [/QUOTE]
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